An open-source re-implementation of RollerCoaster Tycoon 2. A construction and management simulation video game that simulates amusement park management.
|Latest release||Latest development build|
Chat takes place on Discord. You will need to create a Discord account if you don't yet have one.
If you want to help make the game, join the developer channel.
If you need help, want to talk to the developers, or just want to stay up to date then join the non-developer channel for your language.
If you want to help translate the game to your language, please stop by the Localisation channel.
- 1 - Introduction
- 2 - Downloading the game (pre-built)
- 3 - Building the game
- 4 - Contributing
- 5 - Licence
- 6 - More information
- 7 - Sponsors
OpenRCT2 is an open-source re-implementation of RollerCoaster Tycoon 2 (RCT2). The gameplay revolves around building and maintaining an amusement park containing attractions, shops and facilities. The player must try to make a profit and maintain a good park reputation whilst keeping the guests happy. OpenRCT2 allows for both scenario and sandbox play. Scenarios require the player to complete a certain objective in a set time limit whilst sandbox allows the player to build a more flexible park with optionally no restrictions or finance.
RollerCoaster Tycoon 2 was originally written by Chris Sawyer in x86 assembly and is the sequel to RollerCoaster Tycoon. The engine was based on Transport Tycoon, an older game which also has an equivalent open-source project, OpenTTD. OpenRCT2 attempts to provide everything from RCT2 as well as many improvements and additional features, some of these include support for modern platforms, an improved interface, improved guest and staff AI, more editing tools, increased limits, and cooperative multiplayer. It also re-introduces mechanics from RollerCoaster Tycoon that were not present in RollerCoaster Tycoon 2. Some of those include; mountain tool in-game, the "have fun" objective, launched coasters (not passing-through the station) and several buttons on the toolbar.
2. Downloading the game (pre-built)
OpenRCT2 requires original files of RollerCoaster Tycoon 2 to play. It can be bought at either Steam or GOG.com. If you have the original RollerCoaster Tycoon and its expansion packs, you can point OpenRCT2 to these in order to play the original scenarios.
OpenRCT2.org offers precompiled builds and installers of the latest master and the develop branch. There is also a cross platform Launcher available that will automatically update your build of the game so that you always have the latest version.
Some Linux distributions offer native packages already. These packages are usually third-party, but we're trying to resolve issues they are facing.
- ArchLinux AUR: openrct2-git and openrct2
- Ubuntu PPA:
developbranch (nightly builds)
- openSUSE OBS: games/openrct2
- Gentoo (main portage tree): games-simulation/openrct2
- NixOS (
- Fedora 28 i386/amd64: openrct2
Some *BSD operating systems offer native packages. These packages are usually third-party, but we're trying to resolve issues they are facing.
3. Building the game
3.1 Building prerequisites
- Visual Studio 2019 (Enterprise / Professional / Community (Free))
- Desktop development with C++
- Xcode 8
The program can also be built as a command line program using CMake. This type of build requires:
- Xcode Command Line Tools
- CMake (available through Homebrew)
- sdl2 (only for UI client)
- freetype (can be disabled)
- fontconfig (can be disabled)
- libzip (>= 1.0)
- libpng (>= 1.2)
- speexdsp (only for UI client)
- curl (only if building with http support)
- jansson (>= 2.5)
- openssl (>= 1.0; only if building with multiplayer support)
- icu (>= 59.0)
- gl (commonly provided by Mesa or GPU vendors; only for UI client, can be disabled)
- duktape (unless scripting is disabled)
3.2 Compiling and running
Open a new Developer Command Prompt for VS 2019, then navigate to the repository (e.g.
To build the 64-bit version, use
msbuild openrct2.proj /t:build /p:platform=x64.
To build the 32-bit version, use
msbuild openrct2.proj /t:build /p:platform=Win32.
Run the game,
Once you have ran msbuild once, further development can be done within Visual Studio by opening
openrct2.sln. Make sure to select the correct target platform for which you ran the build in point #3 (
Win32 for the 32-bit version,
x64 for the 64-bit version), otherwise the build will fail in Visual Studio.
set platform=x64 msbuild openrct2.proj /t:clean msbuild openrct2.proj /t:rebuild /p:configuration=release msbuild openrct2.proj /t:g2 msbuild openrct2.proj /t:PublishPortable
The recommended way of building OpenRCT2 for macOS is with Xcode. The Xcode build will create a self-contained application bundles which include all the necessary game files and dependencies. Open the project file OpenRCT2.xcodeproj in Xcode and build from there. Building this way will handle the dependencies for you automatically. You can also invoke an Xcode build from the command line using
A command line version of OpenRCT2 can be built using CMake. This type of build requires you to provide the dependencies yourself. The supported method of doing this is with Homebrew. Once you have Homebrew installed, you can download all the required libraries with this command:
brew install cmake duktape freetype icu4c jansson libpng libzip openssl pkg-config sdl2 speexdsp
Once you have the dependencies installed, you can build the project using CMake using the following commands:
mkdir build cd build cmake .. make ln -s ../data data
Then you can run the game by running
The standard CMake build procedure is to install the required libraries, then:
mkdir build cd build cmake ../ # set your standard cmake options, e.g. build type here - For example, -DCMAKE_BUILD_TYPE=RelWithDebInfo make # you can parallelise your build job with e.g. -j8 or consider using ninja DESTDIR=. make install # the install target creates all the necessary files in places we expect them
You can also use Ninja in place of Make, if you prefer, see Wiki for details.
Detailed instructions can be found on our wiki.
OpenRCT2 uses the gitflow workflow. If you are implementing a new feature or logic from the original game, please branch off and perform pull requests to
develop. If you are fixing a bug for the next release, please branch off and perform pull requests to the correct release branch.
master only contains tagged releases, you should never branch off this.
Please read our contributing guidelines for information.
4.1 Bug fixes
A list of bugs can be found on the issue tracker. Feel free to work on any bug and submit a pull request to the develop branch with the fix. Mentioning that you intend to fix a bug on the issue will prevent other people from trying as well.
4.2 New features
Please talk to the OpenRCT2 team first before starting to develop a new feature. We may already have plans for or reasons against something that you'd like to work on. Therefore contacting us will allow us to help you or prevent you from wasting any time. You can talk to us via Discord, see links at the top of this page.
You can translate the game into other languages by editing the language files in
data/language directory. Please join discussions in the #localisation channel on Discord and submit pull requests to OpenRCT2/Localisation.
You can help create new graphics for the game by visiting the OpenGraphics project. 3D modellers needed!
You can help create the music and sound effects for the game. Check out the OpenMusic repository and drop by our #open-sound-and-music channel on Discord to find out more.
We would also like to distribute additional scenarios with the game, when the time comes. For that, we need talented scenario makers! Check out the OpenScenarios repository.
OpenRCT2 is licensed under the GNU General Public License version 3.
6. More information
|Chris Sawyer's Locomotion||Transport Tycoon Deluxe||Age of Empires 2||Red Alert|
Companies that kindly allow us to use their stuff:
|Hosting of various services||CLion and other products||Minidump uploads and inspection|